847 research outputs found

    Multimedia courseware of road safety education for secondary school students

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    Cases of accidents involving children keep increasing from time to time.According to the statistic from Malaysian Institute of Road Safety Research (MIROS) has showed that the road accidents which involved the children reveal a significantly high degree of fatalities and injuries.In order to decrease the risk of accident involving children, an initiative to develop a courseware application about road safety have been taken as a precaution step to help children protect their safety on road.This paper will discuss about the multimedia implementation in developing learning courseware to introduce basic road safety knowledge for students within the age 12 to 17 years old.For implementation process, the Rapid Application Development (RAD) approach has been selected as the methodology to develop the courseware.Basically the methodology divided into four phases which are requirement planning, user design, rapid construction, and transition.After development process, a survey was conducted in SMK Mergong which located at Alor Setar in order to get feedback from the student in term of the impacts while using the courseware.From the survey, it showed that the courseware application really help the students to get clearunderstanding about road safety.The use of picture, audio and video in the courseware also become interactive and particularly suitable for level of student’s understanding

    Web-Based Solat Courseware for Children

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    Our children today are growing up in the digital age, a courseware is always comes in handy including for fardhu ain education. Fardhu ain is a knowledge that is compulsory to learn and practice by every Muslim and solat is a part of it. Technology assist human in many aspect of their life including education. This web-based courseware can be used on a computer or any portable gadget with an internet browser; therefore parents can let their children to learn about solat independently regardless of place and time. In addition to that, the courseware can also be used as a teaching aid at school. This project represents a framework of personalizing courseware according to the user’s characteristic as to ensure to deliver the right and relevant learning contain to the right learner. This project also uses the elements of multimedia such as text, video, audio and interactivity

    Effectiveness of STEM courseware based on edugame and assistive approach

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    Implementing Science, Technology, Engineering and Mathematics (STEM) education in curriculum has become an ultimate target for many nations around the world. The implementation of STEM education also has been focused among Malaysian preschoolers. However, majority of preschoolers STEM education throughout the world still rely upon a traditional teaching format that reaches only a subset of student. Many preschoolers are lack of interest and engagement to learn STEM Education due to limited availability of interactive teaching method and tools. Research indicates that, there is limited high-quality assistive technology to drive effective practice for early preschool STEM education. On the other hand, playing games to acquire basic educational skills especially in preschools has been one of the most effective ways of learning. Although the discussion between these two technologies has been gaining strength in recent years, there are limited studies that cover the integrating features between them, especially for STEM education. The purpose of this study is to identify those elements of between the assistive technology and edugames and propose courseware design model for preschoolers STEM education. The study used a systematic literature review (SLR) as a method to identify the courseware component and element of assistive technology and edugames. Hence, the proposed courseware design model consists of four courseware components which are structural component, content composition component, learning approach and technology component. A prototype known as Bridge Master has been developed based on the proposed courseware model. Overall, the result showed a very high score obtained by the preschoolers has utilizing the courseware. This indicates, the Bridge Master courseware design model has been proven as effective for the preschoolers STEM education

    Rapid review of effective practice principles in the design and delivery of digital resources for teachers

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    This rapid review, commissioned by Life Education Australia (LEA), gathered evidence about effective practice in the design and delivery of digital professional learning for teachers. Its goal was to inform development of principles to guide the design and delivery of LEA’s own digital resources for teachers. The key research question for the review was: What does the research evidence say about the design and delivery of digital / online resources for teachers and what practice implications and recommendations could be made based on this research evidence

    Game-Based Learning Courseware for Pre-School Children for Healthy Eating

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    Game Based Learning (GBL) is still one of the most effective teaching strategies to enhance learning. Overweight and obesity are considered as dangerous problem around the world. Moreover, they have a direct relation with many health problems and diseases. This project helps to improve information through a project about overweight and obesity among pre-school children in UUM kindergarten. The project will propose a courseware Happy Healthy Meal (HHM) prototype for healthy eating. Each child can interact with a game to realize which are health and unhealthy food. This project focuses on pre-school in UUM kindergarten. The study will adopt the Vaishnavi & Kuechler methodology and ADDIE model to develop the prototype

    Conceptual design and development model of assistive courseware for young low vision learners (AC4LV)

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    The focus of this study relates to technology (hardware and software) that is purposely designed for people with disabilities (PWDs), which is called Assistive Technology (AT). Previous findings reveal that studies related to educational content in courseware is highly lacking, particularly for low vision learners. Also, many existing conceptual design models of courseware lack of specific requirements and empirical evidences to cater the needs of low vision learners. Preliminary studies have proven that available content applications fail to cater the needs of low vision learners in terms of information accessibility, navigationability, and pleasurability. Hence, this study proposes a conceptual design model of courseware for low vision learners, named as Assistive Courseware for Low Vision (AC4LV). Four (4) specific objectives are formulated. The Design Science Research Methodology has been adopted. Eight (8) components of Conceptual Design Model of AC4LV have been constructed and integrated: structural, content composition, AC4LV element, learning theories, learning approaches, development process, instructional design model, and technology. The proposed model has been reviewed by 12 experts and validated through prototyping. It was found that the proposed model has been well-accepted by local and international experts. Prototyping has implicated that the model is useful to follow by novice and non-technical developers. On top of that, the findings of user experience testing indicate that the AC4LV is able to fulfill the needs of the low vision learners in terms of information accessibility, navigationability, and pleasurability. All these findings demonstrate that the Conceptual Design Model of AC4LV exhibits useful development for content application as well as providing theoretical and practical contributions of the study.This study provides guidelines for developing educational content in courseware that caters the need of low vision learners so that this particular group of PWDs may gain equal opportunities of learning

    Web-Based Solat Courseware for Children

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    Our children today are growing up in the digital age, a courseware is always comes in handy including for fardhu ain education. Fardhu ain is a knowledge that is compulsory to learn and practice by every Muslim and solat is a part of it. Technology assist human in many aspect of their life including education. This web-based courseware can be used on a computer or any portable gadget with an internet browser; therefore parents can let their children to learn about solat independently regardless of place and time. In addition to that, the courseware can also be used as a teaching aid at school. This project represents a framework of personalizing courseware according to the user’s characteristic as to ensure to deliver the right and relevant learning contain to the right learner. This project also uses the elements of multimedia such as text, video, audio and interactivity

    Assistive Courseware for Dyslexic Children To Increase Learning Abilities Based on Kinect Technology (ABCDyslexic)

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    It is well known that every child whether it be in pre-school or primary school have the difficulties to start to learn about language. They do not recognize the alphabet thus making them to read or write even a word is hard enough. Teachers will teach them and assist them in this situation and usually those children will passed from this stage after some time. But there’s a medical conditions where some children have the difficulties to even recognize the shape of the alphabet and effecting in further progress of the studies about language. Those children faced a language-based learning disorder that interferes with the acquisition of print literacy which refers to reading, writing, and spelling. This learning disorder called as Dyslexia which refers to difficulties in reading, writing, and spelling. There is a lot of technique that created special to assists dyslexic children that mainly based on multisensory approach. It optimizes the usage of all sensory organ of a student in learning process. Previous method may not be fully utilized because of the limitation of the apparatus that needed in optimizing the use of sensory organ. So the proposed system is a courseware based on Kinect to help dyslexic to improve learning abilities was presented. The propose system will help dyslexic children to improve their learning abilities by using Kinect that will maximize the use of all sensory organ and based on the English syllabus for primary school in Standard 1 and Standard 2, that officially prepared by the Ministry of Education. The objective of this study is to identify and limitations of the current ways of teaching English to dyslexic pre-school children. Extend its purpose to the investigation of the use of gesture-based learning approach for teaching & learning to dyslexic pre-school children. Then, it purpose also to develop a courseware that based on Kinect and also to conduct user’s perception study towards the develop course. It focuses on dyslexic children at the age of 5-10 years old. During the development process, the incremental and Iterative methodology is chosen. All the analysis, design, and implementation phases performed at the same time thus producing a prototype on each phase. The cycle repeated continually until the final prototype successfully meets the requirements. At first the system should be develop using Microsoft Visual Studio C# and Kinect SDK, but after a few prototyping process, the system has been changed and develop using Adobe Flash. The Kinect application also unattached between the applications as it will allow user that don’t have Kinect to run the application. User may use Kinect or Mouse as a controller for the application.Mainly the system consists of 4 main modules. Each modules dedicated to train in certain area start from Module 1 continue till Module 4. Module 1 focus on getting to know the letters and numbers. Module 2 design to train children with proper spelling. The third module focuses on the self-introduction. Then the last module is for shapes recognition which will train children to differentiate between letters and numbers. After the final prototype has been produced, the user perception study was conducted. The study results helps to support the develop application for further improvement and alteration to the application. The study was conducted on 5 primary school situated around Kluang, Johor. The final result shows good feedback on the application towards them. The application ‘ABCDyslexic’ has the abilities to help dyslexic children to improve their learning abilities thus improving their learning in other aspect. The development of this application will surely contribute to them and also at the same time provide guidance for teacher in assisting Dyslexic children in today learning environment. But further development on this application should be done to improve it even further such as making it compatible in other platform and improving the current modules to really cater and help dyslexic children to improve their learning abilities

    Interactive mathematical learning courseware 2.0 using mental arithmetic for preschool children / Siti Zulaiha Ahmad ... [et al.]

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    Interactive Mathematical Learning Courseware 2.0 (iMLc 2.0) is an enhanced version of multimedia application which the aim is to expose the pre-school children in mental arithmetic technique. Unlike other form of conventional application which are using traditional methods, iMLc 2.0 display highly efficient technique to users who are at early stage of learning mathematics. The application integrates multimedia elements and mental arithmetic technique in an interactive and supportive way that is suitable for pre-school children level. Six multimedia principles have been adapted into the application in order to enhance the interface design. The application is divided into three modules, addition, subtraction, and quizzes. The addition operation has been designed to apply the finger-brain approach which is part of mental arithmetic technique while, mental-imagery approach is adapted for subtraction operation. In order to evaluate the application, it goes through a series of testing which are experimental test and user acceptance test. Mathematical courseware application can be used as additional learning and teaching tools since it is interesting, user friendly, enjoyable, valuable, and supportive. The implementation of iMLc 2.0 using interactive multimedia environment can motivate the preschooler to be prepared for future mathematical learning
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